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OculusSDK

OculusSDK for 2018

Table of Contents any platform VR_Sdk

Build Status

Alpha version

Roadmap

Console control VR devices CrateaVR for Native App. C++, DX Our most immediate goals are:

  • OVR Oculus Library Virtual reality pluged
  • App console interface for VR
  • Implement for Diagnost Vr devices HMD,Inputs,Camera,Gloves,Sensors etc.
    • HMD
    • Inputs
    • Cameras
    • Gloves
    • Sensors
  • Designed future plugin with Ovr for Unity3d for fast integration all Sdk DLL's.
  • Support VR devices Rift,Steam,PS,Win Documentation
  1. This example initializes LibOVR and requests information about the available HMD.

Code c++

	// Include the OculusVR SDK
	#include <OVR_CAPI.h>
	void Application()
	{
	   ovrResult result = ovr_Initialize(nullptr);
	   if (OVR_FAILURE(result))
	       return;

	   ovrSession session;
	   ovrGraphicsLuid luid;
	   result = ovr_Create(&session, &luid);
	   if (OVR_FAILURE(result))
	   {
	      ovr_Shutdown();
	      return;
	   }

	   ovrHmdDesc desc = ovr_GetHmdDesc(session);
	   ovrSizei resolution = desc.Resolution;

	   ovr_Destroy(session);
	   ovr_Shutdown();
	}
  1. Support SteamVR Add plugin from Steam OpenVR http://u3d.as/content/valve-corporation/steam-vr-plugin Code c#
using System;
using System.Runtime.InteropServices;
using Valve.VR;

namespace Valve.VR
{

[StructLayout(LayoutKind.Sequential)]
public struct IVRSystem
{
	[UnmanagedFunctionPointer(CallingConvention.StdCall)]
	internal delegate void _GetRecommendedRenderTargetSize(ref uint pnWidth, ref uint pnHeight);
	[MarshalAs(UnmanagedType.FunctionPtr)]
	internal _GetRecommendedRenderTargetSize GetRecommendedRenderTargetSize
}

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SDK for all VR devices 2018

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